XEffects - (Indoor Soft-Shadows + Post-Processing)

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BlindSide
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XEffects - (Indoor Soft-Shadows + Post-Processing)

Post by BlindSide »

EDIT: This wrapper is now obselete and has been replaced by XEffects - Reloaded which follows a whole different philosophy. You can still use XEffects but if you want multiple light sources and material independance I recommend using the newer one.

Hey the X-Platform shader pack has changed its name to XEffects, and is now using the "Irrlicht Engine License". There has been a major internal overhaul, and almost everything but the easy to use interface has changed. The interior code has been fully revamped and cleaned out, and the shaders have been redone so that you only require a small amount of shader code to achieve the same thing. The shaders are more powerful and accurate now also, supporting more accurate methods of calculating the shadows so that complex interior scenes are possible, and a bigger filtering kernal (Up to 16 samples, yes performance is still ok even on my 6200).

Update: New version with revamped interface and post-processing support. It can layer post processing effects for you using double-buffering, all you do is add the material. :D MAJOR API CHANGES! So please read the Docs before using it in your projects. Shadows are now added using different shadow modes, allowing for easy configuration of what is casting/recieving etc. Enjoy.

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Enough with the "jibber jabber", lets "get some nuts" :D :
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Nuff' said, help yourselves:
http://irrlichtirc.g0dsoft.com/BlindSide/XEffects.zip

Cheers :D
Last edited by BlindSide on Tue Oct 14, 2008 11:49 am, edited 6 times in total.
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Post by vermeer »

wow, Kudos! :)
Finally making games again!
http://www.konekogames.com
hybrid
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Post by hybrid »

That's really nice to hear. Guess I'll have to try it under Linux ASAP :D
Maybe yu can grant a license exception in case it gets included into Irrlicht?
Ico
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Post by Ico »

Hm ... my license.html says LGPL - typo?

Got some weird offset running the included shadow demo with highest settings (3, 3):

Image

(GF 7800 GTX, latest non beta driver from web page - july release - on windows xp)
krama757
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Post by krama757 »

Image

Blind, this is what I get when I run the demo...Whats going on?

And just to make sure...these shadows are on the terrain right?
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Post by vitek »

karma, take a look at the error message in the console window.
BlindSide
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Post by BlindSide »

krama757 wrote: Blind, this is what I get when I run the demo...Whats going on?

And just to make sure...these shadows are on the terrain right?
Very strange indeed. Yeah in this demo the shadow is only on the terrain, you can enable it on the animated meshes too but the effect is not as good as I hoped.

It would be nice if you could post your computers specs etc, I can see in the console there are several shader errors, and I'm willing to bet your card is an ATI and uses a different, more restrictive shader compiler than mine. So if you could post up the errors in detail I can fix them and get it to work good on ATI cards too.

@hybrid, others
About the license, I'll change it to zlib when I get the chance, I'm not really sure why I chose LGPL in the first place anymore..
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Post by Virion »

*thumbs up* nice one, blindside! This is what I need. :D
krama757
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Post by krama757 »

Blind regarding my previous post you are 100% correct.

Compy specs:
1.87 Ghz Pentium M
ATI Radeon X700 M
1.5 GB DDR2 533
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Post by Yoran »

Great, going to test it now!
BlindSide
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Post by BlindSide »

Update, fixed ATI bug and changed to non-restrictive zlibe-style license. Have fun :D
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Post by paooolino »

that's amazing! I'd like to better understand how it works, so these are my questions:

- irr::scene::ICameraSceneNode* lightCam;

is a "virtual" camera used to generate the shadows, so it has to be attached to the light source, am I right?

- how about having more light sources and every light source generating a shadow? how can I achieve this?
BlindSide
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Post by BlindSide »

Sorry that is difficult without editing the actual shader code, and also it is limited by hardware. For Shader model 3 it will be easy to have lots of lights though. Shader model 2 you can have a few lights but not over 4PCF quality.

Anyway this will require some small modifications to the shader.
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shogun
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Post by shogun »

I'm trying to get this to work in my own code, but I get nowhere. Are there any known Irrlicht-1.4-related problems with your code?
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Post by shogun »

Okay, I found something out. I use DirectX 9 - as soon as I set AntiAlias = true (with SIrrlichtCreationParameters), the shadows are gone. With AntiAlias = false everything is okay ...

BlindSide, is this a bug or something?
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